Further to this, I've just implemented a quick routine to cull parts of my "level" that arn't visible using a Switch node. This gives me the effects I'd expect from spatial culling (i.e. when a complex scene isn't on screen the fps is good, more complex the fps goes down)

Please look at com.xith3d.scenegraph.View.renderNode - there is a commented out piece of code which skips nodes of out bounds. Maybe uncommenting it would help ? For some reasons it was changed this way between revision 1.10 and 1.11 of View class.

Shapes are certainly culled. What is commented out currently is culling entire hierarchies. It wasn't acting exactly right and in some cases was culling things it shouldn't. It could be due to the sphere bug, but probably not as that was sphere versus sphere problems and not frustum versus sphere.

I can knock something together if you like, but what David says above explains it. I was hoping to cull large portions of my scene in one go, i.e. a complete branch group. However, if its having to decide on a per shape basis what to cull that would explain the results I'm seeing.

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